using System;
using UnityEngine;

namespace IQIGame.Onigao.GamePlay
{
    [CreateAssetMenu(fileName = "SceneLightmapConfig", menuName = "Create Scriptable Config/SceneLightmapConfig")]
    public class SceneLightmapConfig : ScriptableObject
    {

#if UNITY_EDITOR
        [Sirenix.OdinInspector.LabelText("天空盒的材质球")]
#endif
        public Material skyBoxMateial;

        [Serializable]
        public class LightmapData
        {
#if UNITY_EDITOR
            [Sirenix.OdinInspector.LabelText("光照颜色图(_light)")]
#endif
            public Texture2D lightmapColor;
#if UNITY_EDITOR
            [Sirenix.OdinInspector.LabelText("光照方向图(_dir)")]
#endif
            public Texture2D lightmapDir;
#if UNITY_EDITOR
            [Sirenix.OdinInspector.LabelText("阴影遮罩图(_shadowmask)")]
#endif
            public Texture2D shadowMask;
        }

#if UNITY_EDITOR
        [Sirenix.OdinInspector.LabelText("光照数据组(有序对应)")]
#endif
        public LightmapData[] lightmapDatas;


        [Serializable]
        public class SceneObjectModify
        {
#if UNITY_EDITOR
            [Sirenix.OdinInspector.LabelText("GameOjbect路径(root节点必须是激活)")]
#endif
            public string gameObjectPath;
#if UNITY_EDITOR
            [Sirenix.OdinInspector.LabelText("设置是否激活")]
#endif
            public bool isActive;
        }

#if UNITY_EDITOR
        [Sirenix.OdinInspector.LabelText("修改场景中GameObject的激活")]
#endif
        public SceneObjectModify[] sceneObjectModifies;

    }
}
